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Wiggins

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  1. Like
    Wiggins got a reaction from Serrate Bloodrage in Complete Loss of Dignity.   
    Ripping off all my clothes for bandages, only to die naked on the street.  Eating rotten dog food is also up there on my list. 
  2. Like
    Wiggins reacted to Jela331 in Jela331's Buildings   
    Hello there, I'll use this thread to post the building I'm going to make and share them with others.
    I just began using the new map tools and I'm starting to understand them. (I will also begin making maps soon, after I learn all the basics)
    Here's my first building:
     
     

     
    Pizza stand download: https://www.mediafire.com/?23vppn783pljj6q
     
    P.S. You can suggest buildings!
  3. Like
    Wiggins reacted to EnigmaGrey in Forcing Windows   
    Robomat has made a mod for doing this -- it's to be added to the game.
  4. Like
    Wiggins reacted to Thuztor in Spray Paint Mod v2.41a   
    Version 2.41a
    by Thuztor, Blindcoder, peanuts
    Contributors: Ryun, gon
    with initial help from RobertJohnson
     
    requires "Blindcoders Modding Utilities"
     
    -------->  Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=499153179 <--------
    manuel download becomes available again, if the new version will be released
     
    ---------------------------------------------------------------------------------------------------------
    Changelog to 2.41a
    - 3D WorldModels of Spraycans and Chalk
    - A lot of new symbols to spray (alphabet, numbers, special characters, special symbols)
    - Every symbol is now drawn in 2x tile size
    - Replacing of the menu button
    - Resizing of symbol menu buttons
    KNOWN ISSUES:
    - Existing colours of e.g. blue will change after spraying the same symbol in e.g. red (after loading save game the colour is back to wanted colour)
    - Because of redesigning the menu I had to remove the ability to draw with chalk (it will back in the next version)

    You can find Spray Cans and Chalk in some of the containers.
    - 9 colours (black, white, red, blue, green, yellow, orange, violet, cyan) (chalk not in black)
    - A lot of symbols (alphabet, numbers, special characters, special symbols)
    Every spray can and piece of chalk has 40 uses.

    - If you have one spray can or piece of chalk in your main inventory, you can open the spray paint menu to begin to spray/draw.
    - After clicking on one of the symbol-buttons, a ghost tile of the symbol appears on your cursor.
    - Now click left on the position you want.
    - Your character will start spraying.

    Info:
    - You can't spray on natural tiles! Next Version, probably.

    planned for the next versions:
    - adding north,south,west,east versions of every symbol (textures are already done)
    - spraying on walls (textures are already done)
    - complex texts on walls with chalk
    - timedAction and walkTo
    - sounds
    - graffiti
    - attack zombies with spray cans to make them blind and without sense of smell (animation also planned)

    Have fun with spraying!
     
  5. Like
    Wiggins reacted to RobertJohnson in Steam Release - 16th Feb 2014 - Build 23   
    Hello everyone,

    No Dragons this time... Damn, they'll never let me dev the Dragons....
     

    Please note there's a bug with the Mac version where some people's game world may appear as a big jumbled mess. This should be fixed within the next 24 hours.
     
    [PERFORMANCE]
    Big improvements to multithreaded rendering performance. [bUGFIX]
    Fixed a bug in the thunder : The system roll a dice each day, and you have 1/20 chance of having a "thunder day", though a bug made every day is a thunder day ! So yeah, I know some of you loves thunder, but you'll have much less of them now.. Fixed some farming bugs (mainly plant disapear though you could still water them etc. Thanks Twiggy for the saved game ! ). If you have an item equipped in both hands (e.g. baseball bat) and unequip it, the BOTH hands will now be unequipped. Light switches and lamps should Just Work ™ now. Whether a light switch is on or off is now saved (which required the world version to be bumped). Plus, turning a lamp on or off in a room will no longer turn all the room's lights on/off. Light switches have a higher priority than other objects so they're easier to click on (I figure that's ok since they're so tiny, they won't block you clicking on important stuff usually). Also street lights don't mysteriously shut off after you leave an area or reload your game. And Mash has been busy adding missing switches and lamps to the map. Fixed not being able to click the scrollbar in the options screen when scrolled down. Fixed the Reload difficulty combobox getting repositioned after clicking (it's position was getting restricted to the screen size even though it is in a scrolling parent widget). Made a few attempts to fix weapon-related bugs. The timed action queue would sometimes get broken when firing/reloading while other actions were in progress. Fixed hovering the mouse over the moodles at non-100% zoom. Fixed multiple attacks per attack animation while holding down the left mouse button. This doesn't fix the pistol shooting too quickly, it has a very short attack animation. Fixed the shotgun sprite not rendering while aiming it. Fixed the mousewheel not working in the character-creation screens. The main options screen was getting the mousewheel events even though it was hidden. Fixed the traits list in character creation not scrolling properly after removing traits from it. Fixed dragging tabs out of the character info window. Now when you drag a tab out to a separate window, that window will be toggled by the hotkey. So if you drag the health tab out, 'h' will hide/show just that window. Ditto for the skills and traits tabs. Squares along chunk boundaries were all marked as blocked in the NE or SW directions. Tracked this down after I saw some weird lighting on the ground near a streetlight. Probably affected pathfinding too. Light switches were using 30 days as the electricity cuttoff date when they should have been using the sandbox option (14 days in survival). Ambient light from outside buildings shines through windows and doors so rooms aren't quite as dark at night. The code for this was already in there but got broken at some point. UIElement no longer creates a double-click if the mouse moved more than 5 pixels in any direction from the initial click. Fire fixes:MIssing sprites. Still some missing smoke sprites due to a naming issue in the pack file. The same fire added twice to the global list of fires. Fire objects not getting removed from the square they were on after they burned out. NullPointerException due to fires getting added where they weren't allowed. Characters that were burning when saving the game weren't given fire sprites or light after loading. When a real zombie was turned into a virtual one the fire sprites and light were not removed from it, so when it got turned into a real zombie later it looked like it was burning. Got the molotov weapon working pretty well. No idea if they can be crafted or not. You can see the molotov flying through the air when thrown (It was using a sprite that didn't exist). After throwing, another molotov will be chosen as the current weapon if the player has one rather than switching to some other weapon. The throw physics needs work. Currently, the closer the target, the lower the throw velocity. Crafting stairs bugs fixed. There was a field not being saved that caused crafted stairs to become blocked when trying to use them. There was also a bigger issue that put new grid squares into the wrong location, so when you went up the stairs there was no floor tile at the top and you ended up floating on z=1. The fix for that might break other stuff though. This : http://theindiestone.com/forums/index.php/topic/4571-possible-to-refill-a-bowl-of-water-infinitely/ fixed Fixed crafted items in a bag not being transferred to the main inventory before crafting begins. This is the reason your clothes get ripped when you click on an item in one of your bags to make bandages for example. Fixed farming actions causing the player to walk right onto the plant's square instead of stopping next to the square. Fixed the inventory tooltip being invisible after unpausing the game if the mouse was hovering over the inventory window. Also, hide the inventory tooltip when mousing over the Category column, otherwise it obscures the grab/drop buttons and stays stuck on the last item it was over. Fixed right-clicking on windows with containers behind them. Items in equpped bags show 'unpack' instead of 'grab' buttons. There was a save/load bug that broke this. Fixed glitches with clicking/dragging tabs in the character info window. Fixed the inventory/loot windows sometimes getting "stuck" following the mouse. Fixed the -Game Paused- text being off-center. Fixed the player sometimes getting drawn overtop of objects after coming down a staircase. Fixed skill-book reading times. If you increased the game speed while reading, the book would get read much more quickly. Now every page takes 2 game-world minutes to read no matter the game speed. The player now remembers how many pages of each type of book have been read. In the old system, each book recorded the number of pages read in itself only. That was a problem if you started a new character from an old savefile, the new character couldn't read already-read books. Fixed DrainableComboItem rate of depletion. Candles would not be drained at 60 fps. Unequip items (such as candles) when depleted. The item selection is cleared when switching containers in the inventory/loot windows. Fixed inventory item text being drawn more than once when dragging. Fixed not being able to unequip clothes from the primary/secondary slots. Damage from fire to the player wasn't affected by the speed setting. Fixed mysterious burnt wall tiles sometimes appearing where fires had been after sleeping. FIxed mod resources and savegame thumbnails not loading on MacOSX. Food starts cooking when its internal temperature reaches a certain point, not just when the stove it is in is at a certain temperature. A side effect of this is that food will continue to cook for a short time when removed from a stove. The 'Skill points available' display was changed to handle double-digit skill points better. Fixed an exception when placing a farming plot while it was raining. Also fixed sprites from previously-built items showing up when rotating a farming plot with the 'R' key. Fixed Lua timed action update() method not seeing the 100% job delta. Fixed Lua debugger not centering the source window on a breakpoint. Screen resolutions are now sorted by increasing width and height in the options. Fixed o/p keys in Last Stand challenge 2 working in challenge 1. Fixed the on/off state of building alarms not being restored properly.  The game would correctly save whether an alarm was on/off, but would only set it to 'on' when reloading a game.  Because of this and because the on/off state is initially randomized every time a game starts, over time more and more buildings would get alarmed.  When loading an old savefile, the status of alarms will be reset to a reasonable amount.  This should only affect buildings that haven't been explored yet.  You'll see the total number of alarmed buildings printed to the console. Clicking the 'inventory' button will toggle the loot window in sync with the inventory window, in case one was visible and the other was not. Fixed multiple raindrops and rain splashes on single tiles. Fixed randomly seeing through walls.  If you ran right along a wall, you could sometimes see inside the building.  This also seemed to happen when climbing through a window. Fixed animation issue with zombies climbing through windows, they would appear to teleport forward for 1 frame. Fixed the text-entry box drawing text when it's parent was collapsed.  If you use the NecroForge mod you'll know what I mean. [NEW STUFF]
    Added mouse-over highlighting to combobox choices. Added 'walk to' timed actions before using a water source, using a stove, or grabbing items off the ground. No more refilling your bottles from across the room. When clicking on a container in the world, that container will be highlighted in the loot window, but only if the container is in the loot window. Previously, some other container (or none) would be highlighted even though the clicked container's contents were in the list. Added a 'layout manager' to remember the size/position/visibility/pinned state of the various game windows. It remembers this at each different resolution. All the info is saved to layout.ini in the user's Zomboid folder whenever the game exits during the new OnPostSave event. Added mouse-over highlighting to combobox choices. Restored the old pulsing read damage indicators in the health panel. Made the character-trait tooltips easier to read in the tabbed character window. You can now build light sources, for now only one : some planks, some nails + a torchlight and here you go, a 4 directions torchlight on a wooden pillar, don't forget to turn it off when you leave your base as it drain energy ! Also don't forget to change the battery some times.. Note : This is fully moddable, you can do light source with everything you want, including fuel you want (or no fuel but just a life, like for candle, but those are planned already ), don't hesitate if you have some question on it ! Campfire context menu now has submenus for "Add Fuel" and "Light" so you can choose exactly which inventory item to use. You already could choose the item for "Add Fuel". When pausing the game, all the in-game windows are hidden so you can't click on them while using the option screen. Less clutter too. A progress bar shows how long until food is cooked, and how long before it is burned after cooking. You need to expand the food item in the inventory window to see the progress bar. When filling dirt/gravel/sand bags from the ground, only 1/4 of the bag is filled each time. Submenus let you choose exactly which bag to use. Also, the player must walk next to the spot when filling a bag. Campfires are a bit nicer. They have an actual animated fire sprite and will set the player/zombies on fire if stepped on. Light cast by the fire goes on/off as it should.  Adding fuel to a campfire increases the amount of time it will burn as well as the light radius.  A new file camping_fuel.lua lists the different fuel types and how much burn-time each is worth. For modder's, nested Lua tables in mod data are now supported:Keys may be either number or string.  Only string was allowed before. Values may be boolean, number, string or table.  Only number and string were allowed before. The game will write all of its console output to a text file ~/Zomboid/pzlog.txt in addition to the console. A new OnResolutionChange event fires when the screen size changes.  This is used to update the layout of the various option screens gracefully.  The option screens are not so small on 1024-pixels-wide or smaller screens. Zombies will (usually) wander away from a window they just climbed through.  This was done to fix the jumping in/out of a window repeatedly, although that still happens sometimes. Any item that can store water will now show a 'Pour on ground' context menu option.  This means that bottles of Mayonnaise, bowls of soup, etc, can be emptied out. Custom maps now supported.  You can create a mod, put one or more custom world maps into the media/maps directory, and they will show up in the map selector screen when creating a new character.  They will only show up for enabled mods.  Savefiles remember which map directory the world came from, so if the mod gets uninstalled or disabled, you won't be able to play that savefile. [bALANCE]
    Changed things in the torch lighting, first all light source are a bit stronger (candles, lighter and torch light), plus the torch flicker is now much more realistic. [EASTER EGGS]
    Only a real Sir know how to moonwalk... [TRANSLATIONS]
    Fixed Turkish translation. [OS X Changes]
    OS X now uses Java 7, meaning you'll need OS X 10.7 or later to play. Sorry for the inconvenience, but we needed the OS X package updated to work with recent Java and OS X 10.6 and below uses Java 6. Contact Rathlord if you're using an older OS, he may be able to show you a workaround. Java is now packaged with the game for OS X. Java version on computer is no longer relevant. OS X can now use the Launcher Mod posters now function on OS X Mod sprites now function on OS X
  6. Like
    Wiggins reacted to H3RB4LS in Four-Story Office Building   
    Pics pretty much explain it. Feel free to use if you'd like. Just re-posting as per request to clean up.
     

    Levels:

     
    Download link: (.tmx)
  7. Like
    Wiggins reacted to Walther in Erosion - Nature takes over   
    wow!
  8. Like
    Wiggins reacted to turbotutone in Erosion - Nature takes over   
    yes, indoors could be added as a "region" in the system... the only reason ive steered away from it so far is because im unsure how this will affect player build stuff, havent looked into that yet.
     
    Also, if nothing goes wrong ill be posting a alpha version within 24 hours from this post
    Got some code cleaning up to do, perhaps a little documentation on how to use some stuff, then ill put it up for testing.
     
    Here some screens from the latest build (with reworked grasses):

     

  9. Like
    Wiggins reacted to Thebig44 in Erosion - Nature takes over   
    (Late reply)
     
    Oh i see you're startin' to get erosions plus seasons mod up?
    Sure you'll have a big chance to make this into the vannila game
  10. Like
    Wiggins reacted to Neutz in Completed - Large Hotel   
    Hey everyone, first post on the forums but i purchased the game a long time ago before it was on steam, been lurking around a bit,
     
    This is my first project been working on every now and then, mainly getting used to the editor tools, will update this once i get it finished off. Exterior is mostly finished for now.
     
     
    - Neut
     
     **Updated**
     
    after alot of hours heres the finished building
     
    - 54 Rooms
    - Restaurant
    - Bar
    - Reception
    - Pool area + outdoor grounds
    - Lounge areas
    - A few Storage rooms
    - Laundry
     
    - Only certain rooms have medicine cabinets etc, just so this place is not the go to for all your meds and for a reason to search individual rooms.
     
    Now to just to get it into game to make sure everything works.
     
    Open to suggestions for what my next project should be, Thinking a large police station or hospital.
     
    Overhead Pic
     



     
    Ground Floor
     



     
    2nd Floor



     
    3rd Floor
     



  11. Like
    Wiggins reacted to H3RB4LS in Arcade Machine [WIP]   
    For sure, I'[ll re-design it, those were just the first colors I slapped on it. More tweaks ahead. Possibly multiple ones, and a pinball machine once I figure out multi-tile stuffs. 
     
    Edit: Well since I can't seem to sleep. Made another skin for it, using images from PZ/ui folder.
     

  12. Like
    Wiggins reacted to H3RB4LS in Arcade Machine [WIP]   
    This ones for the "crafty modders"....

     
    Just a little something I've been wanting to figure out. Create item and bring into a map, think it turned out alright.
    Fixed controls being mirrored.
  13. Like
    Wiggins reacted to bobheckling in Original zomboid map   
    BUILDINGS MOVED TO RINGOD MAP...
    (Finished)
    Bringing the old map back....
    The original project zomboid map but with extra additions such as new
    buildings,location, retexture...
    (EX:the tower/skyscraper and some others will have a rooftop entrance)
    (burned down building on the north of the map will be enterable and look better)
    (lake,camps,ect)
     
    So basically adding new things that will make it more interesting/challenging when exploring Muldraugh
     
    Ingame

    Spoiler





     
    *Update*
    THX for the support...
    WIP:  Last stand map:maldraugh
    Remember this is a test version of it not the final version:
    It currently has the default last stand zombie spawn also it has wall bugs that i cant fix,just gota wait until next patch (burned apartments/bar/grocerystore/bedstore)
     
     
    The final version will  be much harder than this one and:
    will include 2 other cells
    new landscape
    Mooore buildings (fire station,prison,town,quarantine zone,militarybase,hospital,ect)
     
    Last stand WIP:https://www.dropbox.com/sh/0hcfcueius1l4wy/QAe_k9uM2y
     

     
    Burned appartments
     
    WIP:
     
    Motel
    Small store


    Construction site


    Anything you want me to add/build let me know
    open to suggestions....
  14. Like
    Wiggins reacted to Viceroy in Large Asylum Complex   
    Viceroy's Asylum for the Insane!
     

     
    Done:
     
    Floorplan.
    Furnishing.
    Lighting.
     
    Not Yet Done:
     
    Decals.
    Asylum Grounds. (Partially Done)
    Signpost & Reception Signpost. <<< Looking for a spriter on this
     
     
    The Asylum features among other things the following rooms:
     
    Cramped cells for the insane!
    Kitchens!
    Canteens!
    Bathrooms!
    Showers!
    Laundry Rooms!
    Medical Area!
    Checkpoints!
    Lounges!
    Libraries!
    Stuff I forgot!
     
    Now on to pictures for the less read-y types:
     
    From Afar:
     
    Ground Floor:
     
    First Floor:
     
    Reception:
     
    Medical:
     
    Download Link Up:
    https://www.dropbox.com/s/ca6efyj43a76v7o/challengemaps.zip
     
    Asylum: https://www.dropbox....hemp asylum.tbx
    Greenhouse: https://www.dropbox...._greenhouse.tbx
    Groundskeeper: https://www.dropbox....oundskeeper.tbx
    Boiler Room / Ventilation Room: https://www.dropbox....ylum_boiler.tbx
     
    Instructions:
    Extract the zip folder and place the contents into your ProjectZomboid\media\maps\challengemaps folder; should overwrite Challenge1 and Challenge2, I have included backups of the original maps in case you want to go back again.
     
    The *.tbx files can be placed in any map so feel free to do so, just let me know (so I can check it out) and credit me, all is well.
     
    Message me if you have issues or thoughts.
     
    Thanks goes out to the internet for allowing me to google stuff and to civilization for building asylums.
  15. Like
    Wiggins reacted to H3RB4LS in User Created Lots   
    A four-story office building I made over the past 5 or so hours...still learning. Mostly furnished, bathrooms on 1st and 3rd floors. Added download link (.tmx) for anyone that would like it...
    Download link:
  16. Like
    Wiggins reacted to Pjuux in Trailer park: A big project! (canceled)   
    Trailer park: A big project!
     
    (canceled)
    Im sorry to say that my harddrive crashed and i wasn´t able to save my project
    But dont worry, a new project is coming. 
    "Updated the stream link to my new stream"
     
     
     
    Hi everone, This is my first post on the forum, but i´w been here for a while now.
    I´m a big fan of Project Zomboid  (clyde)and i´w been playing since build 1.5.

    This is my map: Trailer park (Working title)
    The lay out is 4x4 Tiles in worldED
     
    Cell:1.1 (updated 2014/1/23)

     
    If you like to watch me create building or have any questions
    try and catch my live on www.Twitch.tv/Theslapman
     
    WIP = Work in progress
    The pavement houses: WIP (updated 2014/1/23)

     
    The Park:
     
     
     
    The Power supply:

     
    The Tiny shop: WIP

     
    Trailers:

     
     
     


    There will be alot more to come, Stay tuned /PjuuX
  17. Like
    Wiggins reacted to Japer in Resident Evil / Biohazard Map Project   
    Resident Evil's Raccoon City
     
    This map is created along side it's corresponding mod

    I will be re-creating Racoon City based on the game series, it will feature many different 'landmark' buildings such as the mansion, police station, clock tower etc. Some locations from the movies e.g The Hive may be implemented, so if there's anything you would like to see, feel free to suggest putting them in.

    Here is my progress so far;
     
     
    Full Scale Map - The map is currently 1200 x 900 pixels, that is 4 x 3 game cells
     
    Spencer Mansion

     
    Raccoon Police Department (RPD)

     
    Kendo's Gun Shop
     
    RE3 Start Warehouse
     
    RE3 Bar Jack (Bar Where You Meet Brad)
     
    Stagla Gas Station (Waiting on custom signs + detail to be added in tiled)
     
    Will update this when I do each new area, so please give some feedback on what you think so far as I will continue to work on this regularly.

    Up Next;
    - Spencer Mansion exterior buildings (Guardhouse, lab etc)
    - Racoon City Police Department (RPD)
    - Kendo's Gun Shop
    - Hospitals, schools etc
     
    Ideally this will slowly piece together to create one large recreation or Racoon City, and if anyone is a fan of the series and would like to help out with ideas, mapping, sprites etc feel free to pm me.
     
    Some misc. houses;



    There will be a Spiffo hunt, where you must find hidden Spiffos throughout the map, and we can see who can find the most. Some will be a bit of a challange to find, and if you remember any hidden areas from the original games then you should find them with no problems.
  18. Like
    Wiggins reacted to AnaalNathrakh in Project Zomboid No Hope Challenge!   
    Nice challenge 
     
    Spawned in a trailer park and didn't find any weapon at first. Had to kill my first 5 zombies with bare hands. Got lucky and found a hammer and baseball bat soon. Made my way north and got scratched on day 3. Developed signs of infection, but maybe it was just me being a hypochandriac. Went straight north and found a big warehouse. Got jumped by a bunch of zeds and got bitten.
    So, 4 days in total
     

  19. Like
    Wiggins reacted to PintLasher in Project Zomboid No Hope Challenge!   
    LAST UPDATE: April 9th 2014              
     
     
    Here is a fun survival mode challenge!
     
    Step 1: Pick Survival mode
    Step 2: Create a character
    Step 3: Pick every negative trait possible and no positive traits + Unemployed!
    Step 4: See how long you last...
    Step 5: Post your results!
     
    The challenge OP leaderboard will be updated semi-regularly
    If you try out this challenge make sure to post back here with your results!
     
    There is only ONE RULE and it's new!
    When you die, please! Post a screenshot of your death with your journal open!! (J key for Journal)
    Anything else goes!
    All entries without a screen will have a red NS beside them, NS stands for "No Screenshot" and is considered by me to be unverified. A green S means that the position has a screenshot and is considered legit!!
     
    I really apologize for not including/thinking of this rule in the OP.  All current scores are still legit so don't sweat it, I believe all you cool guys out there. Just remember the new rule please!
     
    Good luck out there survivors!!
     
     
     
    Here are the top results so far...
     
    1st Place Platinum Cookie goes to MollySC2! With an absolutely amazing 1 month, 18 days...!! S
    2nd Place Gold Cookie goes to Brannty! with a V. Nice 1 month 15 days! S
    3rd Place Silver Cookie goes to Etsamaru! with an impressive 20 days 16 hours! S
    4th Place Bronze Cookie goes to Sir Twiggy! with a great 19 days 5 hours!  S
    5th Place Purple Cookie goes to  Survivor Firebomb! with a V. Nice 12 days 23 hours! NS
     
    The Rotten Cookie is awarded to me, PintLasher with a meager 20 hour best run! NS  
     
    Don't be afraid to let me know when this needs updating, I've been really glued into some other games lately so I'm not around as much anymore!
  20. Like
    Wiggins reacted to darthdraken in Things i would like to see added to the game to help with immersion.   
    Hi guys, been playing a lot of indie games under development for a while now and came across your game.
    I played it and liked it so bought it a few days ago.
     
    Upon playing several play thoughs i feel its missing a few simple things.
     
    First in the police station you have a jail with bars and well you cant see through them, would be nice to see through them and also, you could have zombies stretching their arms through.
    Also no keys for the cells having random bodies about with keys etc would be good for certain buildings.
     
    I loved the zombies attacking you when you open a door, falling over you. But how about some doors like toilet doors etc have a body pressed against them so you open and out falls a corpse scaring you.
     
    Would be good to have bodies slumped randomly around against windows and over desks so if you inspect the table the body falls off making a noise unless you move the body first.
     
    Would be nice to see a trashed town ie 28 days later already broken up. Bodies litter the streets and burnt out cars about. Fires smoldering and stuff.
     
    A sewer system under the towns would provide another level to the game.
     
    Being able bridge from one roof top to another would be good.
     
    Climbing drainpipes also optional.
     
    Being able to carry bodies over your shoulder and dump them.
     
    Using a hammer or other tools. Strip a door from a house and use it to board up another door.
     
    Same with park benches as they wooden and even furniture.
     
    Brings me to chairs tables fridges etc. Make furniture moveable so you can push in front of doors and windows.
     
    Using sheets to climb through a broken windows so you dont get cut.
     
    Wearable items like hats and protective gear. Fire suit. Army suit etc.
     
    Body armour from police bodies and soldiers.
     
    Face masks and goggles to protect from saliva.
     
    Setting fire to grass to burn areas.
     
    Combat webbing for extra carry capacity.
     
    Helmets and knee pads for combat and falling from heights.
     
    Having an actual sneak option ie animation of crouching even crawling about. For sneaking.
     
    Works benches for crafting stuff on and give quality bonus to products.
     
    Alarm style trip wires ect.
     
    Devices to make sound so they distract zombies.
     
    Flamable exlosive items. Gas cans etc so u can pour on ground and light.
     
    Throwable stones and objects for distraction.
     
    Spike traps like from walking dead series.
     
    Create ladders etc for entering top floor rooms.
     
    ability to smash through internal walls with axe's
     
    Fire extinguishers, for blunt weapons and putting out fires.
     
    Ability to push abandoned cars in to a blockade for defence. if you add cars...
     
    Finishing move ability complete with cool down bar.
     
    Fire Hydrants that can be hit with sledge hammer to spray areas with water to push over zombies.
     
    ability to vault over high walls using dust bins or other objects.
     
    Use if chains and padlocks for gates etc.
     
    Half eaten corpes all over the place.
     
    Dead npc diaries, explaining their last days. that can give clues to hidden stashes and locations.
     
    A mouse driven target for the mouse pointer, instead of shooting in the direction so you can deliver head shots using your skills not as an auto thing. Thing assault squad or the old soldiers of heroes.
    Creates a player reaction and panic skill level.
     
    Snoring trait.
     
    So far so good guys.
    Keep up the great work...
     
    will play another 80 hours worth, then will wait for the finished product. and slide it along side my other future games of, the dead linger, xenonaughts and more.
  21. Like
    Wiggins reacted to The Spiderwolf in Choose how the person above you dies.   
    You were killed by a tortoise dropped by an eagle that had mistaken your head for a rock suitable for shattering the shell of the reptile.
     
     Edit: My first post on the new forums, yay!
  22. Like
    Wiggins reacted to rsdworker in Office tower (verison 2 out)   
    i created a 7 story office Block with 68 offices and 13 breakout rooms and 1 CEO office and One cateen and several closets and Toilets and one lift shaft (has no working lift) and 2 emergency staircases (emergency exit at ground) and one Safe room at 8th floor
    also Roof level can be acccessed via Safe room
    the main staircase can seen in centre of layout
    any questions or comments/feedback is welcomed
     
    File is here:
     
    Version 2:
    https://www.dropbox.com/sh/x5ce4az09c41y6c/AAD6UO2tp3qDhhIaayGGq-Fua?dl=0
     
    Version 1:
    https://www.dropbox.com/sh/x5ce4az09c41y6c/EpLjGOrHnj
     
    Credit:
    please make sure add Credits to me if you want put the my Office building in your Maps





  23. Like
    Wiggins reacted to Biscuitism in Steam Release - 16th Feb 2014 - Build 23   
    Hey Rob, here's your dragon:
     

  24. Like
    Wiggins reacted to nasKo in Mondoid Reposts   
    Mondoid, 13th of January, 2014
     
    Have you ever wondered what your home town would be like when overrun by the living zed? How about those plans you’ve formulated about escape and survival in your school, street, library or place of work? Well.. with the newly release Project Zomboid mapping tools maybe it’s time to put that fevered imagination of yours to work.
     
    In this past week we’ve released the tools we used to create Muldraugh and West Point to the community, and we can’t help but feel that it’s lit the fuse to a user map explosion in the weeks, months and years to come.
     
    Please be warned that at this point in time there are no guides, tips or example vids for prospective mappers to use [bar Mendonca’s early one here], but the team are on hand to answer questions in the download thread on the forum. It’s likely that initial descents into WorldEd, TileZed and whatnot will be easier in weeks to come when documentation from some of our trusted collaborators will have appeared, but until then – download, map and be happy! Exciting times!
     
     
    OTHER BUSINESS
    So, what of the next update? Well an initial version of it is currently in internal testing. You can see a list of its fixes (second storey bug, we think/hope, included) in the Upcoming Beta thread on our forum.
     
    As you can see, a lot of this is our newfound team member EasyPickins’ bug witch-hunt: fixing all the deeply buried and long suffered maladies we’ve had with lighting, chunk streaming and various other unrooted snares. He’s also come up with some cool additions, like saved UI positions (no more moving your inventory windows each and every game!
     
    Lemmy, meanwhile, has been working on redeveloping the zombie migration systems and tying it into the fledgling Sadistic AI Director. New security is in place to make sure zombies will never appear in places they could not have gotten to, which simultaneously gives us a lot more freedom to move virtual zombies around the map in response to sounds and other events.
    As such alarms and other meta-events (including some new ones in-development) will be a lot more dramatic and dangerous, and scouting around your safehouse regularly and thoroughly will become ever more important.
     
    The Sadistic AI Director (while not always in a sadistic mood, even occasionally taken to being friendly) will soon have more control to guide events to ensure the player has a fair and dramatic experience. It’ll give players a slightly easier time at the start and drive up the drama if nothing has happened in a while, while taking care not to sacrifice the unpredictability and simulation aspects of the game.
     
    Lemz and Binks have also been working together to finish off the 3D model system that we showed off last week as there’s still a bit of a push required to make sure its compatible with all graphics cards and optimized well enough for general release. This is all on top of some, frankly awesome, stuff Lemmy has been working on for a while, that we’re going to be tight-lipped on until we’re good and ready to show it off. (The mystery!) Oh, and Romain is beavering away with fixing gamepad control and some cool new crafting options, as well as a whole  bunch of other stuff listed in the upcoming thread we linked above.
     
    Finally, we’ve been having quite a few issues with our new launcher not working on some people’s machines, and despite it only affecting a minority of people it’s still led to an influx of tech support queries for our moderator team – the exact opposite of what it was intended for!
     
    We have a launcherless version of the game in testing now that we hope to release ASAP, as a demo and full game alike, that should address all these problems. (And in the mean-time Romain is working out a fix.).
     
    We’ll then get straight on adding a non-steam version of the demo, as well as finally updating the Desura version. We know it’s been a long while, but the current version of the game needs replacing as soon as humanly possible – and we want to keep EnigmaGrey, Rath and the crew sane in the mean-time!
     
    Oh, and finally finally – what are you doing on January 25th? Would you like to come to Newcastle for Zomboid-developer man-hugs? (Lady-hugs also available).
  25. Like
    Wiggins reacted to imortalz in how to fix broken window?   
    this is quite  tricky.
     
    First u cannot destroy a window frame if the window was broken.
     
    u can destroy a window frame but the window frame do not disappear. you will simply be able to walk trough it.
     
    U can build new wall over a previously destroyed window frame,
     
    here is an exemple of one of my old safe house. Unbroken window can be worked with, broken one there is nothing to do.
     

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